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Posted

l havent read mu's fd in ages but sod is a great punish if you can get the fc. free 5k meterless, best oki (so many options that all have great damage) and can stack on damage with super(s) or keep the meter.

without fc it more or less is the same.

in general, her best starters in the corner are(left to right) 6c(fc or no), sod (fc or no), 236d, 214d, 5c, 3c, and jc. quite a bit of good, common ones.

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Posted

SoD isn't the best if you're midscreen though. Depending on how much time I have to punish, I go for either 2A,2B or 2C, with a dash if needed. You're really better off getting a combo rather than just doing SoD, since you can combo into it from a few ground gatlings for more damage and heat. A midscreen combo from 2C CH hurts a lot though, so use it when you know you can, it has a big range and 14f startup.

But yes, corner, SoD is fine.

Posted

l meant to add corner, lol

heres a setup lve been trying for... the past 5 minutes (srsly) after fc sod.

(corner) sod fc dash 6a 6b dash 6a j2c j2d dash 2b 5c 2c j2c jd dash 2b 5c 2c j2c j4d dash 2b 6a jc j2c dash 3c super, 5.9k

the steins MAY be setup in a way so that the foe cant jump out and if they poke/dp they'll get hit with fat laser for huge damage... probably. srsly l only made this 5 minutes ago, so go nuts with testing :<

Posted

7893 off 5b, :<

Also, Team Free For Life Qualifiers with Dusty and sG, uploading later.

Show you guys THE HAZAMA MATCHUP.

Posted

Not sure if its been posted, but possible blockstring into resetting pressure, kind of like a ghetto jin 6B

2B, 5B, 2C, 3C, j.2C, j.236A dash 5a/2a...

as you're positioned so that the j.2C hits at the very tip, it seems safe enough due to the distance.

Posted

No. It's not safe. There are many bad things with that blockstring. That string only works if you're point blank range and your opponent regular blocks. Even then, with platinum you can mash D if you have bat and you'll get hit if you j.2c. 2b 5b is very prone to whiffing if you aren't point black and if the opponent has a small hitbox and barriers the 2b. And well...with IB you can DP out of that string without much difficulty.

Btw, that doesn't work like jin 6b at all.

Posted

Plus, unless they're in the corner, they can just jump away from the 236A and escape. But this isn't exactly a bad situation for Mu...

What can be good for continuing pressure is a TK 236A off of 5A, 6A or 5B. TK 236A is +1 on block, fast and you still have other options from 5A/6A/5B to keep them honest. If you're close enough you can land and 2A/throw to catch mashing 2A. Of course, you still have to watch out for DPs.

Posted

Just a random note, remember that the command laser is pretty good for TRM. Though TRM usually won't work against scrubs.

Posted

Starting to get used to her now. Compared to Haku, Mako and Fedora. Mu's learning curve is steep for me.

Still the most fun ive had on BB though.

Posted

*looks around in thread*

So...it seems like I will be posting here a lot more often.

I've always been interested in Mu since CS1, but since it was Solar's main and she was rather posessive of her I didn't bother to continue.

Solar got over it and is now training me XDD and I must admit, she's really really fun.

I'm still playing Tsubaki, I know that Mu takes a lot of time to get used to, to learn and to use effectively, but she's so much fun I'm willing to put in the time for 2 characters....

EDIT: I know she's told me before and makes it a point she's not easy, but damn does Solar make playing her look easy XDDD

Posted (edited)

I'm glad Random select picked her for me. I get bodied almost every game, but I think it is going to worth it in the end.

Plays on my Tryhard BB Account

Makoto - 907

Hazama - 772

Mu-12 - 132

I have a long way to go...I've learned the Misery Random steins can inflict. I've learned some subtle corner Carries. And how to blow Steins to punish any directional tech roll.

All is well.

Edited by YukiBlue
Posted

Aha! there's some blue below mu's j.C, that must be why it just can't beat sledge, as opposed to j.B

GJ! Really appreciated.

Posted

It wins in most Air to Air fights, but never as a jumpin.

Posted

Mu's jB hitbox always surprises me every time I look at it. It just doesn't look that big in game. It's a very good move though.

Mu is alot like Sim in SF, you gotta pick the right normal for the right situation. She's got one for everything, but there isn't alot of overlap.

Posted (edited)

I still find it wierd how a move (2a) that does not hit very low will always hit makoto's slide , while a move with a huge low hitbox (SoD) can miss her at certain points (eventhough only at a few frames)

edit: just noticed that makoto's slide and tao's crawl have completely different hitboxes, because 2a will never hit Tao (just like CS1 makoto slide) at all while a SoD will always hit her out of the crawl.

Edited by bakahyl
Posted

At least our 2A can do that reliably now. In CS1 you had to time it just before she kicked you to stuff the 3C with 2A.

Posted (edited)
I still find it wierd how a move (2a) that does not hit very low can hit makoto's slide , while a move with a huge low hitbox (SoD)can miss her at certain points

That is actually because Makoto's 3C has head and body invulnerability, so even if a move looks like it should hit her out of 3C, if it doesn't have the foot attribute, Makoto will go right through it. Keep in mind that the second roll of her 3C is higher off of the ground/not head and body invulnerable, so it won't go under as much.

P.S. For a funny example of this, Makoto can 3C "under" Jin's astral, simply because his astral doesn't have the foot attribute.

Edited by Yoshara
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